4X

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Civilization II is a prototypical example of a 4X strategy game.
Civilization II is a prototypical example of a 4X strategy game.

4X refers to a video game genre with four primary goals, namely to "eXplore, eXpand, eXploit, and eXterminate." The first 4X games were turn-based, but game developers have created real-time 4X games, as well.[1][2][3] One of the best known examples of the 4X genre is Sid Meier's Civilization series, which has sold over 8 million copies.[4]

The term "4X" was first used by Alan Emrich, in the September 1993 issue of Computer Gaming World, in the preview of Master of Orion.[5] Incidentally, Emrich was later involved in the design of Master of Orion III.[6] Mainstream reviewers now use "4X" in articles about games which follow a similar pattern.[1][7][8]

Many typical features of 4X games had appeared earlier, in board games and in 1970s computer games.

Contents

[edit] Definition

4x games such as Master of Orion II let empires explore the map, expanding by founding new colonies and exploiting their resources. The game can be won by exterminating all opponents.
4x games such as Master of Orion II let empires explore the map, expanding by founding new colonies and exploiting their resources. The game can be won by exterminating all opponents.

In a 1993 preview of Master of Orion, Alan Emrich rated the game "XXXX" as a pun on the XXX rating for pornography.[5] The four X's were an abbreviation for explore, expand, exploit, exterminate.[5] Eventually the label "4X" was adopted by the game industry to describe a game genre with specific gameplay conventions:[9]

  • Explore means players send scouts across a map to reveal surrounding territories.[9]
  • Expand means players claim new territory by creating new settlements, or sometimes by extending the influence of existing settlements.[9]
  • Exploit means players gather and use resources in areas they control, and improve the efficiency of that usage.[9]
  • Exterminate means attacking and eliminating rival players.[9] Since all territory is eventually claimed, eliminating a rival's presence can be the only way achieve further expansion.[9]

These four phases often overlap in most 4X games, and some are designed so that exploration and expansion continue until quite late in the game; for example, in Master of Orion and the Space Empires series, the player must do a significant amount of research in order to colonize every type of planet.[10][11]

[edit] Difficulties in definition

Many strategy games arguably contain a similar "explore, expand, exploit, exterminate" cycle, including real-time strategy games such as Age of Empires or StarCraft.[12] But game journalists, developers and enthusiasts generally apply the term to a much narrower range of games.[7][12] Hence writers have tried to show how 4X games are distinguished from other strategy games by more than just having each of the four X's. Various authorities have stated that 4X games are distinguished by offering the ability to win without extermination, their greater complexity and scale, and their intricate use of diplomacy.

Two sources have suggested that true 4X games must allow players to win without exterminating all opponents.[12][7] MobyGames uses this requirement to specifically exclude games such as WarCraft, Command & Conquer, Age of Empires, and Heroes of Might and Magic from the 4X genre.[7] However both Age of Empires and Heroes of Might and Magic offer other victory conditions.[13]

Other sources state that 4X games involve greater complexity and scale than other strategy games.[12][14] A few reviewers have confirmed this, noting that 4X games are well known for their large detailed empires and complex gameplay.[15][16]

MobyGames also attempts to distinguish 4X games by their "complex uses of diplomacy rather than the standard 'friend or foe' commonly found in non-4X strategy war games".[7] This attempt to clarify the definition has some basis, since other definitions[14] and several reviewers of 4X games[17] suggest that diplomacy is a major feature of most 4X games.

[edit] Gameplay

4X games are a subgenre of strategy game.[9] The first 4X games were turn-based, but game developers have created real-time 4X games, as well.[1][18] The gameplay involves constructing an empire[15] in a setting such as earth,[19] a fantasy world,[20] or in space.[21] Each player takes control of a different civilization or race with unique characteristics and strengths. [22] Most 4X games represent these racial differences with a collection of economic and military bonuses and sometimes also disadvantages; but in Sword of the Stars the races mainly differ in their space travel techniques, which has a large impact on how they play.[22]

One part of Civilization III’s technology tree. Note the complex paths between technologies.
One part of Civilization III’s technology tree. Note the complex paths between technologies.

[edit] Technology tree and research

Main article: Technology tree

In many 4X games research is vital, because an advanced combat unit will usually beat a larger number of less advanced units that cost more in total to produce.[23] In contrast, upgrades in non-4X games often provide only minor advantages,[24] and the basic units sometimes remain important all the way to the end of a game.[25]

In some 4X games the research costs of the most advanced technologies are hundreds of times greater than those of the of the most basic technologies.[26] It is therefore sometimes necessary to research several civilian technologies first in order to build a strong economy.[27]

Hence 4X games typically feature a technology tree,[28][7] and major 4X games like Civilization and Master of Orion have a much larger technology tree than most other strategy games; as an extreme example Space Empires III has over 200 technologies.[29] Only the multi-epoch Real-time strategy (RTS) games like Age of Empires or Empire Earth can compete with typical 4X games in the number of technologies available.[30]

4X games vary widely in the mechanisms they use to provide resources for research: in some no buildings are needed, in others research can only be done when the right buildlings are present. But in the great majority of cases the same resources are used for all types of research.[31] For a comparison, some non-4X real-time strategy games offer some research options, usually to upgrade existing combat units. But in such games the ability to research a particular technology generally depends on having the right building, and that building can generally only research a few technologies.[24]

The structure of technology trees varies a lot from one 4X game to another. For example Master of Orion II has one of the simplest technology trees, in which one can research all the way to the top of one technology area and neglect the rest (seldom advisable); Civilization has one of the most complex, since most technologies have two prerequisites and hence one cannot research any top-level technology without having researched almost all the lower-level technologies.[32][29]

[edit] Depth of gameplay

4X games are known for their strategic depth[15][33][34] and complexity.[35][36] Depth of gameplay usually takes priority over polished graphics.[14] Whereas other strategy games focus on combat, 4X games also offer more detailed control over diplomacy, economics, and research.[37][5] This creates opportunities for diverse economic and diplomatic strategies.[38] This also challenges the player to manage several strategies simultaneously, and plan for the long-term.[39] In order for 4X games to offer this detailed control over a large empire, these games are often designed with a complex set of game rules.[16]

Such complexity means that players must manage a larger amount of information than other strategy games.[34] Game designers often organize empire management into different interface screens and modes.[37] Many 4X games have a separate screen for diplomacy,[40] for managing each colony,[41] or for managing battles.[41] Sometimes a system becomes intricate enough to resemble a minigame.[42][39] This is in contrast to most RTS games. Dune II, which arguably established the conventions for the real-time strategy genre, was fundamentally designed to be a "flat interface," with "no additional screens."[43]

[edit] Long playing times

4X games usually last longer than other strategy games.[37] This is usually a consequence of the large-scale design of most 4X games.[37] Single player games may take multiple sessions over multiple days, while multiplayer matches can take much longer.[14] For example, a small-scale campaign in Sins of a Solar Empire can last for over 12 hours.[16] But a few "beer-and-pretzels" 4X games aim for greater simplicity, resulting in quicker playing sessions.[44][45]

[edit] Micromanagement

4X games have been criticized for excessive micromanagement.[46] In the early stages of a game this is not necessarily a problem,[47] but later in a game directing an empire's numerous planets or cities can demand several minutes to play a single turn.[46] This increases playing-times, which are a particular burden in multiplayer games.[46][14]

Several 4X games have attempted to mitigate the burden of micromanagement. Most commentators agree that Galactic Civilizations succeeds, and reviews of Sins of a Solar Empire suggest that it reduces micromanagement without reducing the player's control of the game.[48][34] On the other hand Master of Orion III's approach has had a very mixed reception.[49]

[edit] Peaceful victory conditions

Most "4X" games allow a player to win by exterminating all rival players, or by conquering a threshold amount of the game universe. However, most 4X games also offer peaceful victory conditions that involve no extermination.[7]

For example, some 4X games offer victory to a player who achieves a certain score, or the highest score at the end of a time limit.[50] Many 4X games award victory to an empire that makes its culture predominant over the others'.[51] Other games offer victory to the first player to complete an awe-inspiring achievement, which often involves researching some very difficult technology.[51] Several 4X games award "diplomatic victory" to anyone who can win an election decided by their rival players.[52][53] The Space Empires series awards victory to someone who keeps the galaxy at peace for a specified number of turns.[50] With these victory conditions, players can sometimes win a 4X game without engaging in extermination.[7]

Civilization is typical of 4X games where competing players may negotiate treaties.
Civilization is typical of 4X games where competing players may negotiate treaties.

[edit] Diplomacy with non-teammates

Diplomacy is considered a common feature in 4X games[14][54][17] and an element of gameplay that defines the genre.[7] While some strategy games offer shared victory and team play, diplomatic relations are restricted to a binary choice between an ally or an enemy.[7] 4X games often allow more complex diplomatic relations between competitors who are not on the same team.[7] Aside from making allies and enemies, this includes the ability to trade resources and information with rival players.[7]

[edit] Reduced emphasis on combat

In many game genres, such as Real-time strategy, First-person shooter and some Role-playing games, hands-on control of combat is a core element. But some 4X games provide little or no control over combat - the players move units into situations where they come into conflict, and combat is resolved automatically and in some games invisibly.[55]

Even in 4X games that allow full hands-on control, the result of combat is generally determined by "what you bring to the battle" rather than by ingenious tactics.[10]

[edit] Constraints on growth and warfare

In several 4X games a player's actions are limited by economic, political, and technological obstacles as well as by their opponents' actions. Players may be unable to explore the entire map due to impassible terrain or limited operational ranges.[14] In the Master of Orion series, production is restricted in the early game by the need to control pollution.[56] 4X games often present political challenges, such as preventing unhappy populations from rioting in Space Empires V[57] and the Civilization series.[58] A few 4X games include a democratic senate as a constraint, which can penalize Galactic Civilizations players by voting their political party out of office,[59] or force Civilization II players to make peace.[60] Economic challenges can include the need to balance a budget, such as managing debt in Galactic Civilizations 2,[61] or paying down maintenance costs in Civilization 4.[62] Players must strategically manage their nation's economy, government, and infrastructure to overcome these challenges.

[edit] The fifth X: eXperience

Master of Orion III was marketed as the first 5X game, with the "eXperience" of delegating management via a bureaucracy.
Master of Orion III was marketed as the first 5X game, with the "eXperience" of delegating management via a bureaucracy.

In 2002, with the pending release of Master of Orion III, there were claims that this would be the first "5X game". Alan Emrich announced that the fifth X would be the eXperience of delegating the ruler's authority to subordinates and having to let them control many activities.[6] [63] Master of Orion III received mixed comments from reviewers and players: a few liked delegating control to AI governors, while the majority found this lack of detailed control boring or frustrating.[49]

This new "experience" also included the threat of unrest or revolt if players did not meet the demands of their citizens.[6] However, unrest and revolt had already been seen in the 4X genre. Civilization II in 1996 included the possibilities of civil unrest in unhappy cities and of being over-ruled by the Senate.[64] In Galactic Civilizations, the player's party can even be voted out of office.[59]

[edit] History

[edit] Early years

Some writers claim that the first 4X video games were Andromeda Conquest and Reach for the Stars (both published in 1983).[65][66] But most fans regard Sid Meier's Civilization in 1990 as the first true 4X game, with the level of detail that has become a staple of the genre.[67]

Board games and text-based computer games played in the 1970s on mainframes and minicomputers contributed to the rise of the 4X genre,[68][69] and in the early 1990s elements from other desktop computer games were also incorporated.[70] Sid Meier's Civilization was influenced by board games such as Risk and the Avalon Hill board game also called Civilization.[70][71] A notable similarity between the Civilization computer game and board game is the importance of diplomacy and technological advancement.[72][70] Sid Meier's Civilization was also influenced by computer games such as the city management game SimCity and the wargame Empire.[70][69] In turn, Civilization influenced many 4X games to come.[67][69] Another early landmark in the 4X genre, Steve Barcia's Master of Orion from 1993, was influenced by text-based space opera games such as Star Trek games form 1970s and 1980s as well as by Empire.[69] In a preview of Master of Orion, the term "4X" was coined to describe this emerging genre of strategy game.[6]

[edit] Golden age

By the early 1990s, the success of both Civilization and Master of Orion sparked a golden age for strategy games[73] (especially turn-based strategy).[74] Their respective authors produced other 4X games: Colonization (1994) was a spinoff of Civilization;[75] but Master of Magic (1993) used a totally different economic system from Master of Orion, and the new system was also used in Master of Orion II.[76][77] Other 4X games released in the mid 1990s include Ascendancy (1995) and Civilization II and Fragile Allegiance (both 1996) - all taking advantage of the rapidly growing processing power and graphics capabilities of PCs.

Although several 4X titles were released in the late 1990s (see the list below), the real-time strategy genre outsold turn-based games from the mid-1990s onwards.[78] As RTS games surged in popularity, major 4X franchises fell into difficulties. In 2001, Civilization III encountered development problems followed by a rushed release.[79] And despite the excitement over Master of Orion III, its release in 2003 was regarded as an ambitious failure.[49] Game publishers eventually became risk-averse to building 4X games.[15]

Even in the new millennium, cross-fertilization between board games and computer games continued. For example, some aspects of Master of Orion III were drawn from the 4X board game Twilight Imperium, first released in 1998.[80] In 2002, Eagle Games made a board game adaptation of Sid Meier's Civilization.[81]

[edit] Recent history

Civilization IV was released at the end of 2005, garnering numerous awards from game critics.[82] Along with Stardock's release of Galactic Civilizations 2 in early 2006, this may signal a resurgence in the 4X genre.[83]

Ironclad Games coined the term "RT4X" to describe their game Sins of a Solar Empire (2008), which aims to blend "the 4x genre with the fast-paced and tactical elements of a real-time strategy title."[84][85] Digital Reality had been combining 4X gameplay with elements of real-time strategy to create earlier games such as Imperium Galactica in 1997 and Haegemonia: Legions of Iron in 2002,[3] and Starships Unlimited, first published in 2001, also combines real-time and turn-based elements.[1]

[edit] Examples of 4X games

See also: List of strategy video games

[edit] Notes

  1. ^ a b c d Starships Unlimited - Divided Galaxies review. deafgamers.com. Retrieved on 2008-03-31.
  2. ^ Interviews - Interview - Blair Fraser, Producer .... GamersInfo.net.
  3. ^ a b Butts, Steve. News/Reviews - IGN: Sins of a Solar Empire (HTML). CBS Games. Retrieved on 2008-03-31.
  4. ^ Martin, Matt. Grand Theft Auto series has sold 66 million units to date (HTML). gamesindustry.biz. Retrieved on 2008-03-23.
  5. ^ a b c d Emrich, Alan. "MicroProse' Strategic Space Opera is Rated XXXX", Computer Gaming World (Issue #110), 1993-09. Retrieved on 2008-05-21. (English) 
  6. ^ a b c d Master of Orion III Developer Chat. gamespy.com.
  7. ^ a b c d e f g h i j k l Moby Games' 4x games Group Description. Moby Games.
  8. ^ Other examples of the use of "4X" include: Strategy Gaming Online - Reviews : UltraCorps Page 1.; RPGnet : Review of Galactic Civilizations.; GamersInfo.net - Interview - Blair Fraser, Producer ....; Guides: Civilization IV: Warlords Guide (PC).; GalCiv2, SotS, SEV: a 4X Comparison.; RTSC's Glossary of RTS Terms.; Guides: Civilization IV: Beyond the Sword Guide.; Sins of a Solar Empire: FAQ.
  9. ^ a b c d e f g For sources that go into detail about each of the four X's, see: IGN Guides - Civilization IV: Warlords Guide; Ironclad Games - Sins of a Solar Empire Gameplay; Mobygames - 4X Games Group Description; Real-Time Strategic Carnage - Glossary of RTS Terms
  10. ^ a b Master of Orion - The Player.
  11. ^ The mechanisms are different. In Space Empires III it costs 30,000 Research Points (RP) to research the colonization of each planet type that is different from an empire's homeworld; there are 6 planet types; at the start of a game each empire produces 500 RP per turn (600 if it has a research bonus). In Master of Orion most races can colonize "normal" planets from the beginning; there are 6 types of "hostile" planets, in an ascending sequence of hostility; the technology to colonize the most hostile type costs 37 times as many RPs as the tech to colonize the least hostile. (Sources: game manuals and research menus)
  12. ^ a b c d 1up - Sins of a Solar Empire Preview
  13. ^ See game manuals.
  14. ^ a b c d e f g Fleay, Lindsay. Glossary of RTS terms (HTML). Real Time Strategy Carnage. Retrieved on 2008-03-30.
  15. ^ a b c d GameSpy's Game of the Year 2006 - 6. Galactic Civilizations II: Dread Lords (HTML). Retrieved on 2008-03-31.
  16. ^ a b c Cavalli, E. (March 2008). Review: Sins of a Solar Empire Sinfully Good.
  17. ^ a b Several reviewers refer to diplomacy as a generic 4X feature: Deaf Gamers - Starships Unlimited: Divided Galaxies.; Out of Eight PC Game Reviews - Starships Unlimited v3 Review (HTML). Retrieved on 2008-03-30.; Tacticular Cancer - GalCiv2, SotS, SEV: a 4X Comparison (HTML). Retrieved on 2008-03-30.; Cavalli, Earnest. Wired - Review: Sins of a Solar Empire Sinfully Good (HTML). Retrieved on 2008-03-30.; GameShark - Sins of a Solar Empire Review (HTML). Retrieved on 2008-03-30.;
  18. ^ Interviews - Interview - Blair Fraser, Producer .... GamersInfo.net.
  19. ^ Reed, Doug. Review - Civilization: Call to Power (HTML). kickstartnews.com. Retrieved on 2008-03-30.
  20. ^ Chick, Tom. PC Retroview: Master of Orion II (HTML). IGN. Retrieved on 2008-03-30.
  21. ^ Geryk, Bruce. History of Space Empire Games - Introduction (HTML). GameSpot. Retrieved on 2008-03-30.
  22. ^ a b GameZone: Exclusive Sword of the Stars Developer Diary – Part 5
  23. ^ Thoughts on game balancing a 4X game. What counts as a more advanced unit varies: in the Civilization series new types of unit become available after certain advances and there's very little one can do to improve existing lower-tech units; in Master of Orion II one can build battleships from the start, and can refit existing battleships to take advantage of new techs (see game manuals).
  24. ^ a b RTS Basics: R & D. and the Starcraft manual. Although multi-epoch games like the Age of Empires and Empire Earth series have a larger number of research options and a significant proportion of civilian research options, the research options all depend on having the right buildings. See the relevant games' manuals.
  25. ^ For example Starcraft is renowned for the fact that good use of basic units is important throughout a game: Starcraft for PC Review (1998).. In Total Annihilation "slushing" is often the most efficient way to win (Slasher / Samson rushing - these are level 1 missile-firing vehicles): Total Annihilation: Rushing and Raiding, Part 1. And in Heroes of Might and Magic, a Turn-based game that is not 4X, "low-level armies are in fact very powerful": Articles (HOMM3) - Way of the War: Compendium of combat tips.
  26. ^ For example many of the weapons in Master of Orion II are in the Physics research area; the most basic Physics tech costs 50 Research Points; the most advanced costs 15,000 RP on its own and 35,000 if you include the costs of all its prerequisites (source: game's Research Menu). In Civilization IV the cheapest early-game techs cost 40 RP and the most advanced techs cost 3,500 RP or more: Civ IV Tech Guide. In Space Empires III some late-games technologies cost over 200,000 RP, while the early technologies cost under 10,000 RP.
  27. ^ For example 11 of the first 12 research steps are civilian in the starting sequence recommended by Master of Orion II Strategy Guide (2005). Similar advice is given for Civilization IV at Sid Meier's Civilization IV Game Guide (19/21): Research.
  28. ^ GameShark - Sins of a Solar Empire Review
  29. ^ a b The Space Empires series offers so many technologies that a mod with a smaller tech tree has been produced for Space Empires V: Space Empires Lite v1.06.. Master of Orion (original version) also has over 200 technologies, spread over 10 levels in each of 8 subject areas: see game manual. The Civilization series includes as part of its in-game help a "Civilopedia" which describes all the technologies in detail and advises the player on what to research in order to reach a desired higher-level technology several steps up the tech tree: see game manuals.
  30. ^ In Warcraft III one can reach the highest level of one branch of the technology tree in five steps; Master of Orion (original version) has 10 levels per subject, and 2 to 5 technologies per level; the Civilization IV technology tree requires nearly 60 steps to reach the end (see game manuals).
  31. ^ Master of Orion (1993), the Galactic Civilizations series and Sword of the Stars have no research buildings; players simply allocate some of each colony's output to research (see game manuals). In the Civilization series (1991 onwards) and Master of Orion II (1996) one can do research without buildings, but it's much faster when supported by the right buildings (see game manuals). In the Space Empires series (1993 onwards) and in Ascendancy (1995) research can only be done via buildings, but these can research any technology (see game manuals).
  32. ^ See the relevant games' manuals.
  33. ^ IGN: Sins of a Solar Empire, Feb. 15, 2008, by Steve Butts
  34. ^ a b c Booth, N. (February 2009). PALGN: Sins of a Solar Empire Review.
  35. ^ GameShark: Sins of a Solar Empire Review
  36. ^ Jensen, C. (February 2008). GameAlmighty: The wickedly good Sins of a Solar Empire.
  37. ^ a b c d Previews: Sins of a Solar Empire. 1up.com.
  38. ^ Sins of a Solar Empire FAQ
  39. ^ a b Bates, Jason. IGN: Space Empires IV Review (HTML). IGN. Retrieved on 2008-04-01.
  40. ^ Review - Lost Empire (HTML). Tacticular Cancer. Retrieved on 2008-03-23.
  41. ^ a b Geryk, Bruce. History of Space Empire Games - Master of Orion II: Battle at Antares (HTML). GameSpot. Retrieved on 2008-03-23.
  42. ^ Abner, William. GameShark - Galactic Civilizations II: Dread Lords Review (HTML). GameShark. Retrieved on 2008-04-01.
  43. ^ Geryk, Bruce. A History of Real-Time Strategy Games - Dune II (HTML). GameSpot. Retrieved on 2008-03-23.
  44. ^ Tea Leaves - 4X: Spaceward Ho!. Retrieved on 2008-06-06.
  45. ^ Stars! for PC Review. Retrieved on 2008-06-06.
  46. ^ a b c Master of Orion 3 preview for PC - Game Revolution
  47. ^ GameSpot: A History of Space Empire Games; 1993-Present
  48. ^ Galactic Civilizations reviews at metacritic.com
  49. ^ a b c Master of Orion 3 reviews at metacritic.com
  50. ^ a b Game Zone - Space Empires IV Preview
  51. ^ a b IGN - Galactic Civilizations Review
  52. ^ CNet Review - Master of Orion III (PC)
  53. ^ IGN Preview - Civilization IV: Beyond the Sword Hands On
  54. ^ Sins of a Solar Empire FAQ (HTML). Ironclad Games. Retrieved on 2008-03-30.
  55. ^ The Civilization series resolves combat invisibly. Galactic Civilizations and Stars! allow players to watch combat but not to control it. (See game manuals) Lost Empire: Immortals allows players to choose which unit should fight in each combat round, but that's all; see TVG: Lost Empire: Immortals - First Look Preview (March 2008).
  56. ^ See game manuals.
  57. ^ Gamespot Review - Space Empires V
  58. ^ See game manuals
  59. ^ a b IGN Review - Galactic Civilizations
  60. ^ StrategyPlanet - Civ II Governments
  61. ^ Gamespot Review - Galactic Civilizations II: Dread Lords Hands-On - The Spiritual Heir to Master of Orion II?
  62. ^ IGN Review - Civilization IV: Warlords
  63. ^ Lafferty, Michael. Delve into the world of Master of Orion 3 with Quicksilver’s Alan Emrich (HTML). GameZone. Retrieved on 2008-03-23.
  64. ^ Murphy, Ronan. CIVILIZATION II / FANTASTIC WORLDS / TEST OF TIME FAQ (TXT). gamesover. Retrieved on 2008-03-23.
  65. ^ History of Space Empire Games - The Early Years 1980-1992
  66. ^ Reach for the Stars Home Page (HTML). Strategic Study Group. Retrieved on 2008-03-31.
  67. ^ a b IGN Videogame Hall of Fame: Civilization (HTML). IGN. Retrieved on 2008-05-21.
  68. ^ Armageddon Empires Review.
  69. ^ a b c d Star Sonata.
  70. ^ a b c d Edwards, Benj. The History of Civilization. Gamasutra. Retrieved on 2008-05-21.
  71. ^ Get behind the M.U.L.E. (part 3).
  72. ^ Compare the game manuals: (1981) Civilization (manual) (in English). Avalon Hill.  and (1991) Civilization (manual) (in English). Microprose. 
  73. ^ Only a Game: Strategic Play (HTML). Retrieved on 2008-03-31.
  74. ^ Bateman, Chris. The Golden Age of Games - Master of Orion (HTML). Retrieved on 2008-03-31.
  75. ^ Meier, Sid; Briggs, Jeff. Foward from Colonization Strategy Guide (HTML). CBS Games. Retrieved on 2008-03-31.
  76. ^ Fudge, James. GameSpy Hall of Fame - Master of Magic (HTML). Retrieved on 2008-03-31.
  77. ^ 4X: Master Of Orion.
  78. ^ Walker, Mark H.. Strategy Gaming: Part V -- Real-Time vs. Turn-Based (HTML). GameSpy.com. Retrieved on 2008-03-31.
  79. ^ Gillen, Kieron. Making Of: Soren Johnson On Civ 4 (HTML). Retrieved on 2008-03-31.
  80. ^ Master of Orion III - Designer's Diary December 2000.
  81. ^ GameSpy - Eagle Games' Glen Drover talks about Pirates, The Boardgame!
  82. ^ 2K Games - Civ IV Recognized in "Best of 2005" Awards 12.20.05
  83. ^ StarGamer.net Review - Galactic Civilizations II: Dread Lords
  84. ^ Surette, Tim (March 21, 2007). Sins of a Solar Empire beta unveiled (HTML). GameSpot. Retrieved on 2008-01-06.
  85. ^ Sins of a Solar Empire (HTML). Ironclad Games. Retrieved on 2008-01-06. “Sins of a Solar Empire is a "RT4X" game, blending the epic strategy and empire management of the 4X genre with the fast-paced and tactical elements of a real-time strategy title.”

[edit] See also

[edit] Gameplay